Compara los precios de Richard & Alice en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Owl Cave. Publicado por Owl Cave. Lanzado el 5/6/2014. Disponible en PC. Géneros: Adventure, Indie. Puntuación Metacritic: 70/100.

A two-to-three-hour point-and-click built almost entirely on dialogue and dread. If you finished The Road and immediately wanted to click through something equally cheerless, this small Owl Cave gem is waiting for you.

My first hour with Richard and Alice was spent watching two strangers talk across a prison corridor, and I genuinely did not want it to stop. That is a hard thing to pull off. Owl Cave, a two-person team of Lewis Denby and Ashton Raze, built this entirely in the Adventure Game Studio engine, and the handcraft of it shows in every measured pause, every carefully chosen line of optional dialogue. The setup is almost achingly modest: an endless blizzard has dismantled society, the government is quietly converting underground prisons into luxury bunkers for the wealthy, and Richard, a soft-spoken army deserter, has been staring at nature documentaries alone for long enough that the arrival of Alice, a wry, cagey woman imprisoned for murder, feels like sunlight through concrete. The structure alternates between two modes. In the present, you play as Richard, shuffling around a small cell block, cobbling together makeshift tools from mops, sticky tape, and small metal trays to adjust an Environmental Control Unit in the hallway or file a support ticket through a prison computer that may or may not be monitored. The puzzles here are light to the point of being largely ceremonial. In the flashbacks, which unspool as Alice tells Richard her story, you control Alice and her five-year-old son Barney as they survive one harrowing situation after another across a frozen, post-collapse landscape. It is in these flashbacks where the writing does its real work. Barney is written with an attention to how children actually speak and reason that most novels cannot manage: trusting, literal, unaware of the weight his mother carries. The parent-child dynamic between Alice and Barney is the emotional spine of the whole game, and it holds. What does not always hold is the pace of the in-cell dialogue. The conversations between Richard and Alice are long, and some players will feel the script overstays certain beats. The art, rendered in a sparse, low-resolution style that critics routinely called primitive, is another point of friction. I think there is a case for the aesthetic: the bleak flatness of the pixel environments matches the game's emotional register. But the character portraits are stiff and expressions are limited, and there are moments where a slightly more expressive visual language would have helped the story land harder. The MIDI-based soundscape, though, is genuinely atmospheric. It does the quiet, droning work of keeping you in the cold. Five distinct endings, each tied to a Steam achievement, are shaped by subtle choices scattered throughout the playthrough: whether you give Barney a toy car, what you say to a stranger in a church confessional, whether you hand Alice a photograph. None of these moments announce themselves as consequential. That restraint is intentional and effective. Who is this for? Narrative-first players who treat interactive fiction as literature, people who admired the tone of early Telltale work but want something slower and more literary, and anyone who appreciated how a game like Papers Please used mundane actions to carry enormous moral weight. It is not for players expecting puzzle depth, mechanical complexity, or any kind of tonal relief. The gloom-o-meter is, as one critic accurately put it, off the charts from early on. At roughly two to three hours for a single playthrough, the game knows when to end, which is itself a form of craft that many longer titles fail to demonstrate. Kai, Scout Team

Richard & Alice

Richard & Alice

5 jun 2014Owl Cave
GamerScout opina

A two-to-three-hour point-and-click built almost entirely on dialogue and dread. If you finished The Road and immediately wanted to click through something equally cheerless, this small Owl Cave gem is waiting for you.

PC
Steam Deck Unsupported
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.82

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Acerca de Richard & Alice

My first hour with Richard and Alice was spent watching two strangers talk across a prison corridor, and I genuinely did not want it to stop. That is a hard thing to pull off. Owl Cave, a two-person team of Lewis Denby and Ashton Raze, built this entirely in the Adventure Game Studio engine, and the handcraft of it shows in every measured pause, every carefully chosen line of optional dialogue. The setup is almost achingly modest: an endless blizzard has dismantled society, the government is quietly converting underground prisons into luxury bunkers for the wealthy, and Richard, a soft-spoken army deserter, has been staring at nature documentaries alone for long enough that the arrival of Alice, a wry, cagey woman imprisoned for murder, feels like sunlight through concrete. The structure alternates between two modes. In the present, you play as Richard, shuffling around a small cell block, cobbling together makeshift tools from mops, sticky tape, and small metal trays to adjust an Environmental Control Unit in the hallway or file a support ticket through a prison computer that may or may not be monitored. The puzzles here are light to the point of being largely ceremonial. In the flashbacks, which unspool as Alice tells Richard her story, you control Alice and her five-year-old son Barney as they survive one harrowing situation after another across a frozen, post-collapse landscape. It is in these flashbacks where the writing does its real work. Barney is written with an attention to how children actually speak and reason that most novels cannot manage: trusting, literal, unaware of the weight his mother carries. The parent-child dynamic between Alice and Barney is the emotional spine of the whole game, and it holds. What does not always hold is the pace of the in-cell dialogue. The conversations between Richard and Alice are long, and some players will feel the script overstays certain beats. The art, rendered in a sparse, low-resolution style that critics routinely called primitive, is another point of friction. I think there is a case for the aesthetic: the bleak flatness of the pixel environments matches the game's emotional register. But the character portraits are stiff and expressions are limited, and there are moments where a slightly more expressive visual language would have helped the story land harder. The MIDI-based soundscape, though, is genuinely atmospheric. It does the quiet, droning work of keeping you in the cold. Five distinct endings, each tied to a Steam achievement, are shaped by subtle choices scattered throughout the playthrough: whether you give Barney a toy car, what you say to a stranger in a church confessional, whether you hand Alice a photograph. None of these moments announce themselves as consequential. That restraint is intentional and effective. Who is this for? Narrative-first players who treat interactive fiction as literature, people who admired the tone of early Telltale work but want something slower and more literary, and anyone who appreciated how a game like Papers Please used mundane actions to carry enormous moral weight. It is not for players expecting puzzle depth, mechanical complexity, or any kind of tonal relief. The gloom-o-meter is, as one critic accurately put it, off the charts from early on. At roughly two to three hours for a single playthrough, the game knows when to end, which is itself a form of craft that many longer titles fail to demonstrate.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:aaaBranching EndingsPlayable FlashbacksDual ProtagonistMoral WeightClimate ApocalypseInteractive FictionAGS EngineParent-Child Narrative

Requisitos del sistema

Mínimos

OS
Windows XP SP 3 / Vista / 7 / 8
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
100 MB available space
Graphics
DirectX 9.0c compatible
Processor
1 GHz processor

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Reseñas y valoraciones

Metacritic
70

Información del juego

Desarrolladora
Owl Cave
Distribuidora
Owl Cave
Fecha de lanzamiento
5 jun 2014

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¿En qué plataformas está disponible Richard & Alice?

Richard & Alice está disponible en PC.

¿Cuándo se lanzó Richard & Alice?

Richard & Alice se lanzó el 5 de junio de 2014.

¿Quién desarrolló Richard & Alice?

Richard & Alice fue desarrollado por Owl Cave.

¿Merece la pena comprar Richard & Alice?

Richard & Alice tiene una puntuación Metacritic de 70/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.